- CacophonyabilityDeck core
- Cry of the PerchabilityDeck core
- Replace : ResetT8to buy
Pyrocock + Armadillo Warrior
Pyrocock + Armadillo Warrior (with Ephial and Ameru) is the 13th deck with an advanced collection in the SPAM 1.28.1 tier list at Celeste · Legend (tier C); with these talents it is B at Bronze · Silver. Midrange deck across 4 elements, estimated elimination in 8.2 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverB
Ideal setup: the abilities to keep and the Tox to aim for, slot by slot. You don’t need them all: the purchase plan gives the priority order.
- SandstormabilityDeck core
- toxDeck core
- Free slotT2to buy
- Astral TackleabilityDeck core
- Planet HealabilityDeck core
- Replace : ResetT4to buy
- Smoky DreamabilityReplaceable
- Replace : SmokeT6to buy
- toxReplaceable
Tox priorities
The advised buying order, opening by opening, and the slot for each Tox. Draws stay random and high rarities come late. “Deck core” lines are only replaced by the same Tox in a better rarity.
Shop openings
At each opening: the odds of each rarity given the deck’s Luck on that turn, the Spamtons generated so far, and the advised purchase. One purchase per opening.
CommonRareEpicLegendary
- T2Poison
- T4Graveyard
- T6Berserk
- T8Earthheart
Poison
Armadillo Warrior · Common
Graveyard
Ephial · Rare
Replace : Reset
Berserk
Ameru · Rare
Replace : Smoke
Earthheart
Pyrocock · Epic
Replace : Reset
Expected value of a random purchase, before → after this plan: +2.1% → +0.2%
Avoid for this deck
Bomba · Camouflage · Heart Resistance · Eternity · Freeze · Inversion · Shapeshifter · Phoenix · Taunt · Revenge · Temporality · Tenacity
Opponent profiles
Score averaged over nine theoretical opponents, as no real meta can be observed: neutral, fragile, tank and six decks resisting one element, each played first and second. Score gap against the neutral profile, the one used for the displayed gameplan.
Play orderFirst -1.1% · 10.9 turnsSecond +1.1% · 10.7 turns
- Fragile deck+26.4%7.9 turns · strength
- Tank deck-14.6%13.3 turns · weakness
- Resists Fire-1.7%11 turns
- Resists Water-0.3%10.7 turns
- Resists Earth-1.2%10.8 turns
- Resists Nature-3.1%11.2 turns
- Resists Shadow-1.8%10.9 turns
- Resists Light-1.8%10.9 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 8.2 turns.
- 1,162 healing over the game.
How the game goes
- Turn 3: first bonuses (Ameru).
- Turn 4: first big hit, Astral Tackle (Ephial).
- Turn 8: damage peak (542).
- Turn 9: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
PyrocockWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedVital Surge
Armadillo WarriorAt the start of the turn, if this card’s HP are below 10%, it fully restores its HP.
RecommendedCavalry
EphialIncreases the max HP of all other allied cards by (+100)
RecommendedCavalry
AmeruIncreases the max HP of all other allied cards by (+100)
RecommendedHow it wins
Generation
Ameru (+8 Light, +8 Water, +8 Shadow); Pyrocock (+8 Fire, +8 Nature). First bonuses on turn 3.
Damage
Cry of the Perch (Pyrocock): 44% of the damage; Sandstorm (Armadillo Warrior): 31% of the damage. 3,040 useful damage, opponent eliminated in 8.2 turns.
Survival
1,162 healing over the game, mostly from Ephial. 6,731 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
See the rest of the planCollapse the plan+8 turns
03Turn 3150 damage
04Turn 4170 damage
05Turn 599 damage
06Turn 6267 damage
08Turn 8296 damage
10Turn 10Simulation complete.
Simulation complete.